Following is a summary of resources that I used as a reference to implement algorithms in SORT. The order of the resources is totally random.
- Physically Based Shading
- Physically based rendering: From theory to implementation, Matt Pharr, Wenzel Jakob, Greg Humphreys.
- Physically-based Shading at Disney, Brent Burley. SIGGRAPH 2012.
- Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering, Brent Burley. SIGGRAPH 2015.
- Rendering the Moana Island Scene Part 1: Implementing the Disney BSDF, Schuttejoe.
- Arbitrarily Layered Micro-Facet Surfaces, Andrea Weidlich, Alexander Wikie. GRAPHITE 2007.
- Rendering Layered Materials, Ivo Pavlik. EGSR 2008.
- An Anisotropic Phong BRDF Model, Micheal Ashikhmin, Peter Shirley.
- Specular BRDF Reference, Brian Karis.
- Real Shading in Unreal Engine 4, Brian Kairs. SIGGRAPH 2013.
- Efficient Isotropic BRDF Measurement, Wojciech Matusik, Hanspeter Pfister, Matthew Brand, Leonard McMillian.
- Microfacet BRDF, Simon Yeunglm.
- Generalization of Lambert’s Reflectance Model, Micheal Oren, Shree K. Nayar.
- Using the Modified Phong Reflectance Model for Physically Based Rendering, Eric P. Lafortune, Yves D. Willems.
- Illumination for Computer Generated Pictures, Bui Tuong Phong.
- Microfacet Models for Refraction Through Rough Surfaces, Bruce Walter, Stephen R. Marschner, Hongsong Li, Kenneth E. Torrance. EGSR 2007.
- Reflection from Layered Surfaces due to Subsurface Scattering, Pat Hanrahan, Wolfgang Krueger.
- Distribution-based BRDFs, Micheal Ashikhmin, Simon Premoze.
- Crafting a Next-Gen Material Pipeline for The Order: 1886, David Neubelt, Matt Pettineo. SIGGRAPH 2013.
- Physically Based Shading at DreamWorks Animation, Feng Xie, Jon Lanz. SIGGRAPH 2017.
- Memo on Fresnel Equations, Sébastien Lagarde.
- Hair Shading
- Light Scattering from Human Hair Fibers, Stephen R. Marshner, Henrik Wann Jensen, Mike Cammarano. SIGGRAPH 2013.
- Approximate Reflectance Profiles for Efficient Subsurface Scattering, Per H. Christensen, Brent Burley.
- The Implementation of a Hair Scattering Model, Matt Pharr.
- Integration Method
- Light Transport Simulation with Vertex Connection and Merging, Iliyan Georgiev, Jaroslav Křivánek, Tomáš Davidovič, Philipp Slusallek. SIGGRAPH Asia 2012.
- Robust Monte Carlo Methods for Light Transport Simulation, Eric Veach.
- Advanced Global Illumination, Philip Dutre, Kavita Balam, Philippe Bekaert, Peter Shirley.
- Subsurface Scattering
- BSSRDF Importance Sampling, Alan King, Christopher Kulla, Alejandro Conty, Marcos Fajardo. SIGGRAPH 2013.
- Volumetric Rendering
- Production Volume Rendering, Julian Fong, Magnus Wrenninge, Christopher Kulla, Ralf Habel. SIGGRAPH 2017.
- Volumetric Path Tracing, Steve Marschner.
- Distance Sampling, Jan Novak.
- Spatial Data Structure
- On building fast kd-Trees for Ray Tracing, and on doing that in O(N log N), Ingo Wald, Vlastimil Havran.
- Shallow Bounding Volume Hierarchies for Fast SIMD Ray Tracing of Incoherent Rays, H. Dammertz, J. Hanika, A. Keller.
- On fast Construction of SAH-based Bounding Volume Hierarchies, Ingo Wald.
- Intersection Algorithm
- Watertight Ray/Triangle Interection, Sven Woop, Carsten Benthin, Ingo Wald.
- Fast 3D Triangle-Box Overlap Testing, Thomas Akenine-Moller. SIGGRAPH 2005.
Copyright© 2011-2023 Jiayin Cao. All rights reserved.